﻿#include "EventObject.h"
#include "../model/UserData.h"
#include "../armature/Armature.h"

DRAGONBONES_NAMESPACE_BEGIN

const char* EventObject::START             = "start";
const char* EventObject::LOOP_COMPLETE     = "loopComplete";
const char* EventObject::COMPLETE          = "complete";
const char* EventObject::FADE_IN           = "fadeIn";
const char* EventObject::FADE_IN_COMPLETE  = "fadeInComplete";
const char* EventObject::FADE_OUT          = "fadeOut";
const char* EventObject::FADE_OUT_COMPLETE = "fadeOutComplete";
const char* EventObject::FRAME_EVENT       = "frameEvent";
const char* EventObject::SOUND_EVENT       = "soundEvent";

void EventObject::actionDataToInstance(const ActionData* data, EventObject* instance, Armature* armature)
{
    if (data->type == ActionType::Play)
    {
        instance->type = EventObject::FRAME_EVENT;
    }
    else
    {
        instance->type = data->type == ActionType::Frame ? EventObject::FRAME_EVENT : EventObject::SOUND_EVENT;
    }

    instance->name       = data->name;
    instance->armature   = armature;
    instance->actionData = data;
    instance->data       = data->data;

    if (data->bone != nullptr)
    {
        instance->bone = armature->getBone(data->bone->name);
    }

    if (data->slot != nullptr)
    {
        instance->slot = armature->getSlot(data->slot->name);
    }
}

void EventObject::_onClear()
{
    time           = 0.0f;
    type           = "";
    name           = "";
    armature       = nullptr;
    bone           = nullptr;
    slot           = nullptr;
    animationState = nullptr;
    actionData     = nullptr;
    data           = nullptr;
}

DRAGONBONES_NAMESPACE_END
